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backscattering, 54
base two exponent, computing for a scalar value, 301-302
base two logarithm, of a scalar, 303-304
Beckmann distribution function, 75-76
behavior flags, for vertex processing, 115
bem (bump environment map) instruction, 290-291
_bias modifier, 357-358
bias times two modifier. See _bx2 modifier
bidirectional reflectance distribution function. See BRDF
binary tokens
converting ASCII strings to, 130-131
generating, 130
blend indices vector component, 199
blend weight vector component, 199
blending operations, in DirectX, 167-168
Blinn, model for specular reflection, 77-78
Blinn-Phong specular lighting, 162-164
Blinn's simplification
implementing to Phong's lighting equation, 162
of Phong's equation, 48
boolean array, setting for the DirectX 9 style vertex shader, 134-135
boolean constants, setting the value of vertex shader, 213
BRDF (bidirectional reflectance distribution function), 76-80
BRDF parameters, implementing, 77-78
BRDF specular function, 78
BRDF texture, 78, 79
Brewster's angle, 68-69
bright areas, eliminating in a scene, 30
brightness, increasing on one particular light or texture, 26
brush-applied media, simulating the results from, 81
bump environment map transform, applying a fake, 290-291
bump mapping, most commonly used style of, 184-186
_bx2 modifier
adding to a register, 358-359
cannot be used with texbem, 328
cannot be used with texbeml, 330
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